\section{Introduction to the Game} \label{core}
%Single player
%Controls
%Light detection
%Environment/atmosphere
%Screenshots

\textit{See You On The Other Side} is a first-person single player game where light and darkness play an important role. The game is developed using the Unity game engine \citep{unity}. The player's goal is to escape a gloomy asylum/prison, to get to \textit{the other side}, by solving puzzles that utilize light and darkness. This means that the player has to abide the rules existing in the game's universe; rules that wouldn't make sense in the real world. The rules are:

\begin{enumerate}
\item The player does not collide with unlit parts of surfaces.
\item The player does not cast a shadow.
\end{enumerate}
See Figure \ref{fig:Rule} for how it looks in the actual game.

\begin{figure}[htbp]
\centering
\includegraphics[width=0.5\textwidth]{Pictures/Design/Rule}
\caption{When the game starts, this text will be displayed. To ensure that the player has actually read the text, he has to wait some time before he can continue to the actual game.}
\label{fig:Rule}
\end{figure}

In essence, the game's purpose is to alter the mental model players already have concerning lights and shadows in videogames. Normally, they are mostly seen as an aesthetic element, but in this game, both are integral parts of the gameplay.

\cite{gameDesignWorkshop} argues that when developing games, it is important to make up one's mind of what the \textit{player experience goal} should be. For this project, the principles mentioned in Section \ref{principles} have been an inspiration, especially the two points called \textit{System Thinking} and \textit{Meaning as Action Image}. The main objective when developing the game was to have everything in the game support the core concept about lights and shadows. As written previously: \textit{Any experience is enhanced when we understand how it fits into a larger meaningful whole}; in this case, everything in the game should fit into a larger perspective. A feeling the game aims to provide is the so-called "aha moment", where you suddenly realize something new, i.e.\ the player alters his mental model about how lights and shadows work.

These rules are implemented into different puzzles that are encountered throughout the game. They can be either "passive" (Figure \ref{fig:passive_puzzle}), interactive (Figure \ref{fig:interactive_puzzle}) or a combination of both. Some puzzles can be solved solely by observing the surroundings, e.g.\ paying attention to the position and angle of a given light source and object(s). Other puzzles require interaction by the player, e.g.\ by attaching a metal box to a magnet, which can result in a bigger shadow being projected onto a wall. At all times, the first point in Section \ref{principles} (\textit{Co-Design}) is followed, by never taking control away from the player.
 
Apart from the rules of this game being abstract/different compared to more conventional first-person games, the rest of the mechanics in the game were deliberately kept simple. One of these mechanics are the controls for moving the character, as well as interacting with the environment, which are similar to many first-person games such as \textit{Portal} and \textit{Minecraft}.

\begin{figure}[htbp] \centering
\begin{minipage}[b]{0.45\textwidth} \centering
\includegraphics[width=0.95\textwidth]{Pictures/Design/Core_Mechanics/passive_puzzle} % Venstre billede
\end{minipage} \hfill
\begin{minipage}[b]{0.45\textwidth} \centering
\includegraphics[width=0.95\textwidth]{Pictures/Design/Core_Mechanics/interactive_puzzle} % Højre billede
\end{minipage} \\ % Captions og labels
\begin{minipage}[t]{0.45\textwidth}
\caption{This is an example of a passive puzzle.} % Venstre caption og label
\label{fig:passive_puzzle}
\end{minipage} \hfill
\begin{minipage}[t]{0.45\textwidth}
\caption{This is an example of an interactive puzzle.} % Højre caption og label
\label{fig:interactive_puzzle}
\end{minipage}
\end{figure}